This trigger creates too many units

YaY_simulato

New Member
Reaction score
4
I got this trigger:

Code:
Runaway
    Events
        Unit - A unit enters Runaway <gen>
    Conditions
    Actions
        Unit - Create 1 Rifleman for Player 3 (Teal) at (Center of Runaway Spawn <gen>) facing Default building facing degrees
        Set RunawayRifleman = (Last created unit)
        Unit - Order (Last created unit) to Move To (Center of Runaway <gen>)
        Game - Display to (All players) the text: Ahh, thank God here...
        Cinematic - Send transmission to (All players) from (Last created unit) named Rifleman: Play No sound and display lol.  Modify duration: Add 0.00 seconds and Wait
        Unit - Change ownership of (Last created unit) to Player 1 (Red) and Change color
        Sound - Play Rescue <gen>
        Trigger - Turn off (This trigger)

And the idea of the map is to move as a big group where you got footmen and other units. And its a custom campaing map. So the problem is that when 1 unit enter the region a new rifleman spawns and theres several units entering the region before the trigger has time to turn itself off. Is there a way to make it only make 1 rifleman?
 

darkbeer

Beer is Good!
Reaction score
84
Code:
Runaway
    Events
        Unit - A unit enters Runaway <gen>
    Conditions
    Actions
        Trigger - Turn off (This trigger) 
        Unit - Create 1 Rifleman for Player 3 (Teal) at (Center of Runaway Spawn <gen>) facing Default building facing degrees
        Set RunawayRifleman = (Last created unit)
        Unit - Order (Last created unit) to Move To (Center of Runaway <gen>)
        Game - Display to (All players) the text: Ahh, thank God here...
        Cinematic - Send transmission to (All players) from (Last created unit) named Rifleman: Play No sound and display lol.  Modify duration: Add 0.00 seconds and Wait
        Unit - Change ownership of (Last created unit) to Player 1 (Red) and Change color
        Sound - Play Rescue <gen>

put it at the beginnning the trigger will still run but be prevented from triggered after it finished.
 
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